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1 – 10 of over 59000
Article
Publication date: 16 October 2009

Eunjin Kwon and Ki‐Joon Back

The main purpose of this paper is to overview and summarize all articles published in the UNLV Gaming Research & Review Journal (GRRJ) from 1994 to 2008, in order to understand…

817

Abstract

Purpose

The main purpose of this paper is to overview and summarize all articles published in the UNLV Gaming Research & Review Journal (GRRJ) from 1994 to 2008, in order to understand the gaming research trend.

Design/methodology/approach

A content analysis is performed on a total of 129 articles in 24 issues of GRRJ.

Findings

The paper suggests thematic content analysis and the trend of the research in order to better understand the scope of gaming research area.

Practical implications

The overview of GRRJ helps identify research gaps to suggest future research.

Originality/value

This paper is the first review of the GRRJ. It provides an overview of the research that is available to managers and researchers interested in the gaming business.

Details

Worldwide Hospitality and Tourism Themes, vol. 1 no. 4
Type: Research Article
ISSN: 1755-4217

Keywords

Article
Publication date: 16 October 2009

Dina Zemke and Stowe Shoemaker

The purpose of this paper is to provide an overview of the extant research around the non‐pathological gaming customer and then propose research for future study of this customer.

642

Abstract

Purpose

The purpose of this paper is to provide an overview of the extant research around the non‐pathological gaming customer and then propose research for future study of this customer.

Design/methodology/approach

Academic literature combined with the results of primary research is used to examine the incidence of gambling and non‐problem gaming research trends in the hospitality industry.

Findings

The overview of the publicly available research on the casino gaming consumer leads to a host of suggestions for future research.

Practical implications

The practical implications include recent developments in gaming consumer profiles, as well as suggested for future research to further understand the non‐problem gaming consumer.

Originality/value

The paper examines existing literature and is valuable for anyone who wishes to begin studying the gaming consumer. This paper provides direction for future study.

Details

Worldwide Hospitality and Tourism Themes, vol. 1 no. 4
Type: Research Article
ISSN: 1755-4217

Keywords

Open Access
Article
Publication date: 3 October 2019

Heide Lukosch and Tina Comes

The purpose of this paper is to present a methodology for research through game design and discuss how simulation games can be used to bridge the gap between operational exercises…

3451

Abstract

Purpose

The purpose of this paper is to present a methodology for research through game design and discuss how simulation games can be used to bridge the gap between operational exercises and simulation or analytical modelling and to provide guidelines on how simulation games can be designed for different research purposes in the context of humanitarian logistics.

Design/methodology/approach

This paper combines a literature review on gaming as a research method with an analysis of requirements for humanitarian logistics research methods. Starting from this theoretical framework, the authors develop a design thinking approach that highlights how games can be used for different research purposes. To illustrate the approach, the authors develop two different game set-ups that are of increasing fidelity and complexity. Finally, the authors discuss the results of the evaluation of both approaches, reflect on the design choices and provide recommendations for research and practice.

Findings

Gaming is a suitable research method to explore and analyse behaviour and decisions in emergent settings that require team work and collaborative problem solving. Especially when safety and security concerns may hinder access and experimentation on site, gaming can offer a realistic and engaging quasi-experimental environment. The aspects of engagement and realism also make gaming a suitable tool to combine training and research.

Originality/value

Although the use of games has attracted some attention in commercial supply chain management and crisis response, there is no systematic overview of gaming as a research method in humanitarian logistics. This paper is set to make a headway in addressing this gap by proposing a concrete approach to design games for humanitarian logistics research.

Details

Journal of Humanitarian Logistics and Supply Chain Management, vol. 9 no. 3
Type: Research Article
ISSN: 2042-6747

Keywords

Article
Publication date: 31 July 2023

Gen-Yih Liao, Tzu-Ling Huang, Alan R. Dennis and Ching-I Teng

Online games are popular applications of Internet technology, with over 2.8 billion users worldwide. Many players engage in team gameplay, indicating that online games are…

Abstract

Purpose

Online games are popular applications of Internet technology, with over 2.8 billion users worldwide. Many players engage in team gameplay, indicating that online games are suitable media through which players connect with their friends. However, past studies have not examined the ability of games to assist players in connecting with their friends, indicating a gap. To fill this gap, the authors propose a new concept, the friend-connecting affordance, which is the ability of an online game to enable players to contact friends within the game.

Design/methodology/approach

The authors built a model to explain how games' friend-connecting affordances influence game loyalty. The authors gathered responses from 1,347 online players and used structural equation modeling to test the model.

Findings

The authors found that friend-connecting affordances and team participation influence game loyalty. Gaming intensity and gaming history can moderate the impact of friend-connecting affordances.

Originality/value

This new affordance can be realized through various game elements, offering unique and actionable insights to game makers. The authors also compared the friend-connecting affordances among a number of popular online games, providing insights specific to each game and increasing the practical value of the findings.

Details

Internet Research, vol. 34 no. 4
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 11 August 2020

Carlos Siu Lam

The aim of this paper is to present a model of a university–industry partnership in gaming education and research. It analyzes the interactions and knowledge transfer between the…

Abstract

Purpose

The aim of this paper is to present a model of a university–industry partnership in gaming education and research. It analyzes the interactions and knowledge transfer between the two parties in Macao.

Design/methodology/approach

This paper adopts a qualitative case study approach to share experiences of a university based in Macao as a single case to present its informal partnership with the industry in the area of gaming education and research.

Findings

This paper has shown that the partnership has provided clear benefits to both parties and the government is an influential power that can enhance collaboration. Although the informal partnership involves considerable time and efforts, it is flexible in comparison to the formal approach. Despite this, the knowledge transfer tends to focus on general issues to avoid being appropriated by competitors.

Research limitations/implications

This demonstrates how a public university in Macao has achieved an informal industry–university partnership, which requires the commitment and understanding of both parties for the bi-directional exchange of knowledge. Such knowledge needs to be value-enhancing for the industry to keep the partnership grow and prosper.

Originality/value

This study puts forward an original approach to an informal industry–university partnership in the area of gaming education and research.

Details

Asian Education and Development Studies, vol. 11 no. 1
Type: Research Article
ISSN: 2046-3162

Keywords

Article
Publication date: 25 December 2020

Sarah J. Kelly and Dymphna Van der Leij

The purpose of this paper is to examine the impact of alcohol sponsorship-linked advertising through esports upon young gaming audiences and how gaming behaviours affect…

1205

Abstract

Purpose

The purpose of this paper is to examine the impact of alcohol sponsorship-linked advertising through esports upon young gaming audiences and how gaming behaviours affect advertising response.

Design/methodology/approach

A cross-sectional survey study was employed to examine the prevalence and nature of alcohol advertising in esports, and the impact of esports participation upon young audiences' consumption and preferences concerning alcohol. Survey data were collected from 976 young Australian gamers aged between 16 and 34 years (58.9% male) using online questionnaires.

Findings

Results revealed a vulnerability to alcohol sponsorship and advertising among 25 to 34-year-old and heavy gamer cohorts. As predicted, heavy gamers were more receptive to alcohol advertising in terms of awareness, preference and consumption while gaming than casual gamers.

Practical implications

This research advances theories of consumer behaviour and advertising exposure situated in a new landscape of converging virtual and real experiential marketing. It also provides much-needed evidence to guide marketing strategy to the next-generation audiences and regulation of new and burgeoning digital platforms. Our research also highlights a need for policy to address the burgeoning, largely unregulated nature of online gaming.

Originality/value

This research provides the first empirical evidence of the impacts of alcohol-linked sponsorship in esports upon young playing and streaming audiences. It informs marketing strategy and policy in relation to the rapidly growing, potentially vulnerable online competitive gaming audience.

Details

Marketing Intelligence & Planning, vol. 39 no. 4
Type: Research Article
ISSN: 0263-4503

Keywords

Article
Publication date: 16 October 2009

Choong‐Ki Lee and Ki‐Joon Back

The purpose of this paper is to overview empirical research on gambling impacts, theories employed to these gambling impact studies and methodology of gambling impacts.

1026

Abstract

Purpose

The purpose of this paper is to overview empirical research on gambling impacts, theories employed to these gambling impact studies and methodology of gambling impacts.

Design/methodology/approach

An extensive review of literature on several gaming and tourism journals is presented.

Findings

The paper summarizes theories associated with gaming research, gaming impact variables and methodological perspectives in gaming research.

Practical implications

The overview of residents' perception provides policy makers to take appropriate actions, minimizing negative impact and maximizing positive impact of gaming industry.

Originality/value

The paper is the most comprehensive review of both theories and methodologies of journal articles dealing with residents' perception toward gambling development from early 1980s through 2009.

Details

Worldwide Hospitality and Tourism Themes, vol. 1 no. 4
Type: Research Article
ISSN: 1755-4217

Keywords

Book part
Publication date: 28 November 2016

Robert L. Harrison, Jenna Drenten and Nicholas Pendarvis

Video gaming, which remains culturally embedded in masculine ideals, is increasingly becoming a leisure activity for female consumers. Guided by social dominance theory, this…

Abstract

Purpose

Video gaming, which remains culturally embedded in masculine ideals, is increasingly becoming a leisure activity for female consumers. Guided by social dominance theory, this paper examines how female gamers navigate the masculine-oriented gaming consumption context.

Methodology/approach

Eight avid female gamers (ages 20–29) participated in-depth interviews, following a phenomenological approach to better understand their lived experiences with video gaming. Data were analyzed using phenomenological procedures.

Findings

Findings reveal an undercurrent of gender-based consumer vulnerability, driven by stereotypical perceptions of “gamer girls” in the masculine-oriented gaming subculture. Further, the findings highlight the multilayered, multidimensional nature of gaming as a vulnerable consumption environment, at individual, marketplace, and cultural levels.

Social implications

The culturally embedded gamer girl stereotype provides a foundation upon which characteristics of consumer vulnerability flourish, including a culture of gender-based consumer harassment, systematic disempowerment in the marketplace, and conflicting actions and attitudes toward future cultural change.

Originality/value

This research suggests female gamers struggle to gain a foothold in gaming due to the socially and culturally constructed masculine dominance of the field. Our research study provides a stepping-stone for future scholars to explore gendered subcultures and begins to address the dynamic interplay of power, gender, technology, and the market.

Details

Consumer Culture Theory
Type: Book
ISBN: 978-1-78635-495-2

Keywords

Article
Publication date: 12 April 2013

Sarah Tanford and Eunju Suh

Casinos offer a variety of dining experiences to appeal to the tastes of different customers. The aim of this paper is to investigate the indirect impact of dining by restaurant…

1186

Abstract

Purpose

Casinos offer a variety of dining experiences to appeal to the tastes of different customers. The aim of this paper is to investigate the indirect impact of dining by restaurant type on gaming by worth segment.

Design/methodology/approach

Data from two hotel‐casinos were analyzed using time series regression analysis. Variables representing restaurant covers at steakhouse, buffet and casual dining venues were used to predict slot coin‐in for five customer worth segments.

Findings

Steakhouse dining was a significant predictor of slot coin‐in for high worth players, buffet and casual dining were related to low‐worth gaming volume, whereas medium‐worth players were impacted by a range of dining options.

Research limitations/implications

Regression analysis does not imply causality, and the results may not hold for other casino properties or sample time periods.

Practical implications

The findings have implications for the optimal restaurant mix at casinos and the types of offers that are given to different customer worth segments. This study also helps casino operators evaluate the profitability of each type of restaurant they operate.

Originality/value

The research fills a gap in the casino literature by segmenting customers using the same metric as casino operators, namely gaming worth. It provides new insight into indirect dining‐gaming relationships by investigating different restaurant types.

Details

International Journal of Contemporary Hospitality Management, vol. 25 no. 3
Type: Research Article
ISSN: 0959-6119

Keywords

Article
Publication date: 16 August 2024

Harold Sang Kwon Lee, Jue Wang, Yahaira Lisbeth Moreno-Brito, Yiwen Shen and Hak-Seon Kim

This study aims to explore the quality of user-generated content regarding readability, polarity, word length and diversity, as well as its implications for guest satisfaction in…

Abstract

Purpose

This study aims to explore the quality of user-generated content regarding readability, polarity, word length and diversity, as well as its implications for guest satisfaction in Las Vegas luxury gaming resorts.

Design/methodology/approach

This study examined 12,940 textual customer reviews from six luxury hotels in luxury gaming destination resorts via Google Travel gathered from SCTM 3 (Smart Crawling and Text Mining). Moreover, the regression analysis identified the relationship between the variables in the textual customer reviews and the customer’s overall satisfaction.

Findings

A key finding of this study revealed that word length moderates the relationship between readability and overall customer satisfaction negatively, whereas it positively moderates the path from sentiment polarity and diversity to overall customer satisfaction.

Originality/value

This study contributes to the relationship between technical aspects of online reviews. The adopted methodology allows us to precisely identify the essential attributes that influence customer satisfaction through textual reviews. Further, the study explores the quality of user-generated content, addressing aspects such as readability, polarity, diversity and word length, providing a unique perspective on how these specific elements directly impact customer satisfaction in this context of hotels in luxury in Las Vegas.

研究目的

本研究探讨了用户生成内容的可读性、情感倾向、词长和多样性等方面的质量, 以及这些因素对拉斯维加斯豪华博彩度假村顾客满意度的影响。

研究方法

本研究通过 SCTM 3(智能爬虫与文本挖掘)收集了谷歌旅行上的六家豪华酒店的12,940 条客户评论文本。此外, 回归分析确定了文本客户评论中的变量与客户整体满意度之间的关系。

研究发现

本研究的一个关键发现是, 词长在可读性与整体顾客满意度之间的关系中起到负面调节作用, 而在情感倾向和多样性与整体顾客满意度之间的路径中起到正面调节作用。

研究创新

本研究对在线评论的技术方面之间的关系作出了贡献。采用的方法使我们能够精确识别通过文本评论影响顾客满意度的关键属性。此外, 本研究探讨了用户生成内容的质量, 涉及可读性、情感倾向、多样性和词长等方面, 提供了独特视角, 揭示了这些具体元素如何直接影响拉斯维加斯豪华酒店顾客满意度。

Details

Journal of Hospitality and Tourism Technology, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1757-9880

Keywords

1 – 10 of over 59000